EDIT: And we are LIVE!
Greetings MechWarriors
Top 10 Awesome things in this patch. #inmyopinion
Number 10. Visual bug Fixes – Bye Bye Flickering terrain! #thatisbetter
Number 9. Performance Improvements! We’ve been hard at work optimizing the code so 12 v 12 won’t hurt your frames as much. #cantwaitfor12vs12
Number 8. The Victor is available for C-bills now! Those with mech bays and fat C-bill accounts are recommended to purchase this ‘Mech immediately. #greatmech
Number 7. Victor Customization – Now that you own a Victor, it’s time to customize your mech. I recommend Buccaneer! #lookinggood
Number 6. The Atlas Champion is on sale. Stacking XP boosts from a Champion ‘Mech and a Premium Account can get you all the XP you need to Elite this mech. #getthosemodules
Number 5. Jump jet crosshair shake frequency has been reduced. #nomotionsick
Number 4. Testing Ground Map Selection - Finally you can pick which map you're testing your mech in! #choices
Number 3. Streak SRM Targeting – This is pretty in depth so you may want to Read how it works in the patch notes #hitallthethings
Number 2. SRM Damage buff – I can figuratively hear you cheering! #brawlingahoy
And the Number 1 awesome thing in this patch.
Heat Scaling – I’m not going to spoil this but go you should read up how it works in the patch notes. #gamechanger
There you have it MechWarriors!
See you on the battlefield!
Matt Newman
Content
New 'Mechs
Victor VTR-9K
- Tonnage: 80
- Engine: 320
- Top Speed: 64.8 kph
- Max Engine Rating: 385
- Top Speed: 64.8 kph
- Torso Movement:
- 90 degrees to each side.
- 20 degrees up and down.
- 90 degrees to each side.
- Arm Movement:
- 20 degrees to each side.
- 30 degrees up and down.
- 20 degrees to each side.
- Armor: 400 (Standard)
- Internal Structure: Endo-Steel
- Weapons & Equipment:
- Left Arm: Medium Pulse Laser x2
- Left Torso: SRM 4, CASE
- Right Torso: CASE
- Right Arm: Gauss Rifle
- Left Arm: Medium Pulse Laser x2
- Hardpoints:
- Left Arm: 3 Energy
- Left Torso: 2 Missile
- Right Torso: 1 AMS
- Right Arm: 1 Ballistic
- Left Arm: 3 Energy
- Heat Sinks: 15 Single
- Jump Jets: 4 (6 Max)
- ECM Capable?: No
- Module Slots: 2
- Tonnage: 80
- Engine: 320
- Top Speed: 64.8 kph
- Max Engine Rating: 385
- Top Speed: 64.8 kph
- Torso Movement:
- 90 degrees to each side.
- 20 degrees up and down.
- 90 degrees to each side.
- Arm Movement:
- 10 degrees to each side.
- 30 degrees up and down.
- 10 degrees to each side.
- Armor: 368 (Standard)
- Internal Structure: Standard
- Weapons & Equipment:
- Left Arm: Medium Laser x2
- Left Torso: SRM 4
- Right Arm: AC/20
- Left Arm: Medium Laser x2
- Hardpoints:
- Left Arm: 2 Energy
- Left Torso: 2 Missile
- Right Torso: 1 AMS
- Right Arm: 3 Ballistic
- Left Arm: 2 Energy
- Heat Sinks: 15 Single
- Jump Jets: 4 (4 Max)
- ECM Capable?: No
- Module Slots: 2
- Tonnage: 80
- Engine: 320
- Top Speed: 64.8 kph
- Max Engine Rating: 385
- Top Speed: 64.8 kph
- Torso Movement:
- 90 degrees to each side.
- 20 degrees up and down.
- 90 degrees to each side.
- Arm Movement:
- 10 degrees to each side.
- 30 degrees up and down.
- 10 degrees to each side.
- Armor: 336 (Standard)
- Internal Structure: Standard
- Weapons & Equipment:
- Left Arm: Medium Laser x2
- Left Torso: SRM 6
- Right Arm: AC/20
- Left Arm: Medium Laser x2
- Hardpoints:
- Left Arm: 2 Energy
- Left Torso: 3 Missile
- Right Torso: 1 AMS
- Right Arm: 2 Ballistic
- Left Arm: 2 Energy
- Heat Sinks: 15 Single
- Jump Jets: 4 (4 Max)
- ECM Capable?: No
- Module Slots: 2
Atlas AS7-RS©
- Tonnage: 100
- Engine: 325
- Top Speed: 52.6 kph
- Max Engine Rating: 360
- Top Speed: 52.6 kph
- Torso Movement:
- 80 degrees to each side.
- 16 degrees up and down.
- 80 degrees to each side.
- Arm Movement:
- 40 degrees to each side.
- 30 degrees up and down.
- 40 degrees to each side.
- Armor: 608 (Standard)
- Internal Structure: Endo-Steel
- Weapons & Equipment:
- Left Arm: Medium Laser x2, AMS
- Left Torso: LRM 15 w/ Artemis IV FCS x2
- Right Torso: Gauss Rifle
- Right Arm: Medium Laser x2
- Left Arm: Medium Laser x2, AMS
- Hardpoints:
- Left Arm: 2 Energy, 1 AMS
- Left Torso: 2 Missile
- Right Torso: 1 Ballistic
- Right Arm: 2 Energy
- Left Arm: 2 Energy, 1 AMS
- Heat Sinks: 13 Double
- Jump Jets: 0 (0 Max)
- ECM Capable?: No
- Module Slots: 2
- 10% XP Bonus
Heat Scale Addition
Heat scale has been added to certain weapon systems. This is a heat penalty applied to weapons that are fired in an Alpha Strike manner. The following chart shows the MAXIMUM number of that weapon type that you can fire at the same time with no heat penalty.<table border="0" cellpadding="0"> <tbody> <tr> <td>
Weapon System </td> <td>
Max No-Heat Penalty Alpha </td> <td>
Scale Multiplier </td> </tr> <tr> <td>
PPC </td> <td>
2 </td> <td>
7.0 </td> </tr> <tr> <td>
ERPPC </td> <td>
2 </td> <td>
4.5 </td> </tr> <tr> <td>
ML </td> <td>
6 </td> <td>
1.0 </td> </tr> <tr> <td>
LL </td> <td>
2 </td> <td>
2.8 </td> </tr> <tr> <td>
ERLL </td> <td>
2 </td> <td>
2.8 </td> </tr> <tr> <td>
AC/20 </td> <td>
1 </td> <td>
24.0 </td> </tr> <tr> <td>
SRM2 </td> <td>
4 </td> <td>
1 </td> </tr> <tr> <td>
SRM4 </td> <td>
4 </td> <td>
1 </td> </tr> <tr> <td>
SRM6 </td> <td>
3 </td> <td>
1 </td> </tr> <tr> <td>
LRM15 </td> <td>
2 </td> <td>
2.8 </td> </tr> <tr> <td>
SSRM </td> <td>
4 </td> <td>
1.0 </td> </tr> </tbody></table>
Maximum Heat Threshold
You will now take internal damage at 100+% heat. Reduced from 120%
SRM Damage Buff
SRM damage increased from 1.5 to 2.0
(Note: This is for SRMs only, not SSRMs)
Streak Missile Changes
Streak missiles will now target limbs more directly instead of near the joints. There are now 7 distinct locations a streak can target, the locations have been placed in the arms, legs, and left/right/center torso. The current weighting for a mech with all it's components is as follows:
<table border="0" cellpadding="0"> <tbody> <tr> <td>
Component
</td> <td>
%
</td> </tr> <tr> <td>
Left Arm </td> <td>
15
</td> </tr> <tr> <td>
Right Arm </td> <td>
15
</td> </tr> <tr> <td>
Left Leg </td> <td>
15
</td> </tr> <tr> <td>
Right Leg </td> <td>
15
</td> </tr> <tr> <td>
Left Torso </td> <td>
12
</td> </tr> <tr> <td>
Right Torso </td> <td>
12
</td> </tr> <tr> <td>
Center Torso </td> <td>
16
</td> </tr> <tr> <td>
TOTAL </td> <td>
100
</td> </tr> </tbody></table>
As arms become destroyed, the weighting will be rebalanced proportionally. For example, if the right arm and or left arm of a target has been destroyed, the new weighting will be as follows:
<table border="0" cellpadding="0"> <tbody> <tr> <td>
Component
</td> <td>
%
</td> <td>
Component
</td> <td>
%
</td> </tr> <tr> <td>
Left Arm </td> <td>
18 |
</td> <td>
(Left Arm) </td> <td>
0
</td> </tr> <tr> <td>
(Right Arm) </td> <td>
0 |
</td> <td>
(Right Arm) </td> <td>
0
</td> </tr> <tr> <td>
Left Leg </td> <td>
18 |
</td> <td>
Left Leg </td> <td>
24
</td> </tr> <tr> <td>
Right Leg </td> <td>
18 |
</td> <td>
Right Leg </td> <td>
24
</td> </tr> <tr> <td>
Left Torso </td> <td>
13.8 |
</td> <td>
Left Torso </td> <td>
15.6
</td> </tr> <tr> <td>
Right Torso </td> <td>
13.8 |
</td> <td>
Right Torso </td> <td>
15.6
</td> </tr> <tr> <td>
Center Torso </td> <td>
18.4 |
</td> <td>
Center Torso </td> <td>
20.8
</td> </tr> <tr> <td>
TOTAL </td> <td>
100 | </td> <td>
TOTAL </td> <td>
100
</td> </tr> </tbody></table>
Some other notes on the new streaks:
- Legs that are destroyed will still be targeted by streaks.
- If an arm is initially targeted but is destroyed before the streak connects, it will auto target the neighbouring torso piece instead.
- Improved terrain flickering on all maps.
- Fixed an issue where users who used a Saitek x52 joystick experienced dead zones.
- Fixed an issue when chain firing AC 5 where the fourth shot would be delayed even though users should have been able to fire.
- Artillery Strike and Airstrike will cause the camera to shake when 'Mech takes damage.
- If a user is zooming, in thermal vision or night vision while power down in testing grounds, the camera will reset to default.
- More optimization to bandwidth.
- Fixed an issue where Streak missiles would appear to 'orbit' on client machines.
- Now clicking on "Testing Grounds" in the mode select menu will bring up a dialog that allows users to select what level they wish to play.
- Reduced cross-hair shake frequency while jump-jetting
- Certain cockpit items will now animate when you power down/power up your 'Mech.
- Catapult Founder has a new pattern, with this pattern comes the ability to color it as well.
- The MechWarrior® Online™ Team